Elementalism, a brand new megawad for GZDoom!

Coming soon(ish).

Elementalism takes classic Doom gameplay and combines it with cutting-edge GZDoom enhanced graphical features for an explosive new six-episode Megawad. Confront and conquer the power of the elements, wield the powerful Elementium-powered wand and take charge through six awe-inspiring locations of elemental carnage!

Features

  • Six mini-episodes of 5 maps each, with every episode themed around a mystical element: Earth, Air, Water, Fire, Light and Dark
  • Classic Doom gameplay: explore maps, hunt for keys, shoot lots of monsters.
  • Atmospheric level design, featuring custom textures, ambient sounds and special environmental effects. Journey from ancient Mayan temples in rich jungles to clockwork furnaces and beyond!
  • A dynamic and persistent hub map that allows you to move between episodes while keeping your progress through the levels
  • 7 brand new boss encounters – one for each episode, and a final boss
  • 6 brand new weapons – one for each episode, themed around each of the elements
  • Extensive use of GZDoom graphical features to enhance the look of the levels, including custom-made environmental models, shadowmaps, portals, GLDEFs, dynamic lights, normal and specular maps, and anything else we can get our hands on (but no fundamental gameplay changes – this is classic Doom at heart!)

The Team

All mapping by a handful of experienced mappers:

6BRW2KV.jpg?1 Dragonfly

D9wikiD.png?1 Remmirath

9Lq7N95.gif?1 Dreadopp

LH1kj9E.jpg?1 Bauul

vYRT9pd.jpg?1 BridgeBurner56

With code support, consultation & testing from:

Gutawer
Xyzzy 1
Jimmy
leodoom 5
phade102
Swiftwolf Blacktail
Rachael

Why GZDoom and not another source-port?

Elementalism utilizes the very latest GZDoom features; it is designed to work with the latest version of the source port. It will require a decent spec PC to run as it makes heavy use of OpenGL 3.0+ specific effects, but we are doing our best to optimize the maps as best we can.

Release date

At the time of writing we’re not 100% certain on the release date as the project is still in a state of infancy, but we’re working hard and are planning release in 2019/2020.


Join in the discussion on the Doomworld.com and ZDoom.org threads

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Music has always been an absolutely essential part of any great Doom mapset, and Elementalism is no different. Early on in development we decided we wanted to utilize full-fidelity OGG format music, as it seemed more fitting for the style of maps, but we wanted to maintain that certain je ne sais quoi that classic Doom music has: atmospheric, but with a strong melody and driving beat. And on top of that, we needed music that fit the varied themes of our episodes. It seemed a tall order, and I was concerned we'd have to settle for something less. I needn't have worried.

I am incredibly proud to announce that a whole host of exceptionally talented musicians have offered to lend their extensive skills to write the project, and we're now aiming for an almost entirely original soundtrack. Of particular note I'd like to call out:

  • HexenMapper, whose 2018 Cacoward-noted soundtrack to REKKR was a highlight of the year, has been crafting us soaring orchestral symphonies that wouldn't sound out of place in a blockbuster movie.
  • Eris Falling's climatic boss-track for Eviternity closes off one of the best mapsets in years, and he's begun lending his talent in Elementalism to construct a brooding prog-metal accompaniament to Bridgeburner's epic Dark Episode closer.
  • And Primeval, composer of the acclaimed soundtrack to Ashes 2063, has begun by writing a crashing Industrial-metal instrumental for Remmirath's epic Fire map that's so good I legitimately have it on my regular Spotify playlist.

I can't wait to show you what these guys, and all our composers, come up with when the mapset releases!

Talking of maps, it can't be an update without some screenshots!

Since the last update, @Remmirath has finished off his sprawling and labyrinthine Fire map, F4. It's a beast of a way to close out the episode.

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On the other end of the heat scale, @Dreadopp has finished his opener to the Water episode, a vast temple set in some lost rocky outcrop.

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@Phade102 has continued with his intimate follow-up to Dreadopp's winding construct, which sees the player delve deeper into the sunken temple complex as night falls.

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Once through, the player must navigate the twisting and interconnected hallways of @Remmirath's recently-begun water map, W3, which sees enemies pinning you down from every direction.

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Before finally, emerging blinking into the light. @Clay, our majestic model maestro, decided to try his hand at mapping. As I'm sure you'll agree from the shots below, super impressive for someone who doesn't consider himself a mapper. So Clay and myself will be working together to turn his ideas into the grand closing level of the Water episode.

Well, except the for the boss level anyway, but that's staying a secret for now!

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(One thing to note: we've not settled on a water texture yet, hence it looks a little different between screenshots above. It'll all be aligned by the time of release)

As always, these are WIP shots, so please excuse any issues you see (of which I'm sure there are a few!)

New modeler joins the team, and new screenshots

New modeler joins the team, and new screenshots

News 6 comments

Clay has joined the team to help us populate the maps with amazing new props and effects. Plus new screenshots of maps in progress.

BridgeBurner joins the team!

BridgeBurner joins the team!

News 5 comments

Bridgeburner, the author of the fantastic looking Age of Hell megawad, has joined the team as a new mapper.

Shout-out from Dusk developers

Shout-out from Dusk developers

News

David Szymanski, developer of Dusk, tweeted about the mod's annoucement

This Week In Mods: November 4 2018

This Week In Mods: November 4 2018

Feature 2 comments

The biggest mod stories for the week of November 4 2018.

Comments
TheMFDoomGuy
TheMFDoomGuy

Yo, will this be compatible with Brutal Doom or Project Brutality?

Reply Good karma Bad karma+1 vote
Bauul Creator
Bauul

Like any advanced GZDoom mapset, mod support will vary. Mod support isn't a focus (the mapset is designed with standard GZDoom in mind), but most should work reasonably well.

Reply Good karma+2 votes
ledernierrempart
ledernierrempart

it felt like looking at a morowind map.
now i want a true RPG doom mod with craft and skill levels ^^.
the stuff that is created by the doom community continue to amaze me each years... it really make me want to start modding on doom too.

One day i believe we will have a Doom RPG lke morrowind.

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Geister
Geister

This looks awesome!

Reply Good karma Bad karma+3 votes
Etherealistic
Etherealistic

This looks incredible, I can't wait to get my hands on it. :)

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RulesOfSurvivalOmega
RulesOfSurvivalOmega

I cant wait :D

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Hang-Lip
Hang-Lip

Looks sweet!

Reply Good karma Bad karma+4 votes
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